Hello everyone, and welcome to the Nephilim: Extraterrestrial Biological Hybrid Entity reveal thread.
Nephilim is a first person survival horror experience, designed to be a modern take on the classic survival horror mechanics. Such mechanics as resource management, exploration, back-tracking, and puzzle-solving. The story of the game itself is left to the player themselves to discover in notes scattered around the environments.
Nephilim takes place in a desolate town, disconnected from main in-land roads. Escaped Government E.T. experiments now run rampant all over this area. The main game consists of three main large Mansion Estates, each full of puzzles, some of which require back-tracking to prior Estates. Each Mansion is spread out to the far corners of the town. The rest of the town is fully explorable, full of secrets and side quests.
There is an entity, that is different from the E.T. experiments, who appears and stalks the player constantly throughout the game. This entity is known as The Nephilim. Damaging it can slow it down and buy the player time, but enough damage can cause it to transform to more deadly states.
Here is a list of features, most of which are already implemented into the game:
-
Each gun functions accurately to their real world counterpart. Guns, such as the 9mm handgun, which use clips load one round into the chamber. They have a set amount of clips, which must be found in the game, and must be manually reloaded (in-game real time or in the inventory screen).
-
The game randomly generates the item, puzzle layouts and enemy locations every time a new game is selected. This makes it so no two playthroughs are the same.
-
Resources are limited, ammo and health must be used wisely. Not every enemy can be killed, running will be necessary at times.
-
Since most enemies hear sounds, notice light, and have a field of vision, the player has the ability to sneak.
-
Minimalist HUD and no on-screen aiming reticule. Just like in real life, to aim accurately one must look down the sights of the gun. Items in the environment have no on-screen indicator that they can be picked up, the player must explore thoroughly to find them.
-
The game is designed to be punishing, and hard to survive. Each monster posses the best tactic of disposal, these must be learned and utilized to efficiently deal with them. The game is saved at manual save locations spread throughout the game. After death, you must reload a previous save file.
-
The flashlight runs on batteries, which are found throughout the environment. If the player runs out of batteries, the flashlight can be force restarted several times, each with a diminishing amount of limited battery to ensure that the player can get out of a dark area.
-
The game currently features graphical settings for bloom, anisotropic filtering, grass amount, and dynamic extras (such as bullet holes and the gore). There are several more graphical settings planned that have been yet to be added.
-
A dynamic gore system. Enemies bleed onto walls and the ground. The player leaves behind dynamically generated bloody foot prints. Some enemies also leave behind foot prints.
-
There are sixty collectable foreign skin samples hidden through the game. These can used to gain access to specific ‘alien’ doors, which contain secret items which cannot obtained anywhere else in the game.
We are currently in the process of finishing up a demo of Nephilim. It features a reworked version of the first visit to one of the Mansion Estates. The demo is also fully randomization and has several secrets of its own. We hope to have this done as soon as possible, and will post it on here.
For now we are keeping the appearance of The Nephilim, himself, a secret.:eyebrowlift:
Thanks to to those who read through our massive wall of text.
The following is the reveal trailer for Nephilim.
Edit: We forgot to mention a feature before. When enemies in the game grab onto you, sometimes they can cause you to drop your currently held weapon. It will stay where it fell until you pick it up again.